OSGText Issues: Difference between revisions

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→‎Investigation: https://sourceforge.net/p/flightgear/mailman/message/36740020/
m (→‎Investigation: https://sourceforge.net/p/flightgear/mailman/message/36627559/)
m (→‎Investigation: https://sourceforge.net/p/flightgear/mailman/message/36740020/)
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== Investigation ==
== Investigation ==
The issue seems many aircraft could be changed to do something simpler (use decal text with no lighting), or use Canvas, but masking a fully generic replacement for what <text> used to do is quite difficult - for correctness it should use the full lighting model / ALS / etc so that painted text on a panel / tail / etc is lit correctly.
That’s completely doable but means hooking an effect into the <text> element, which is certainly some work to get correct, since the shader also needs to interact correctly with the osgText source texture (containing the glyphs and offsets)<ref>https://sourceforge.net/p/flightgear/mailman/message/36740020/</ref>
Fernando has been investigating this for a while now and it has proven to be a lot less trivial that he initially thought. His first approach was to ust transform the osgTexts into EffectGeodes, but this isn't so elegant as the general rules of effects don't apply to animations (we can't use <inherits-from>, model-default doesn't get applied automatically as it isn't considered a model, etc).
Fernando has been investigating this for a while now and it has proven to be a lot less trivial that he initially thought. His first approach was to ust transform the osgTexts into EffectGeodes, but this isn't so elegant as the general rules of effects don't apply to animations (we can't use <inherits-from>, model-default doesn't get applied automatically as it isn't considered a model, etc).


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